Human
Atlas wrote: 2------------Does Damage exceed Toughness? If so, make a Piloting roll or fall. No, by the SWADE Chase rules, if Damage exceeds Toughness, make a Piloting roll or go Out-of-Control. Atlas wrote: 3------------Does Damage exceed Toughness by 4 or more? Take a wound for each 4, and roll for 1 crit per wound. No, by the SWADE Chase rules, you roll 1 critical hit no matter how many Wounds you take. I said above "so critical hits happen on even one Wound", perhaps I should have added "or more"? And from the Sci-Fi Companion, you also must make a Piloting roll, or fall, for case #3.So we're back to my original Damage Aftermath (which you quoted correctly in your immediately previous posts) :
But I like your idea of a flowchart, so anytime you take Damage : 1 - Does Damage exceed Toughness? If so, make a Piloting roll or go Out-of-Control (2d6 roll on a table)
Piloting rolls are modified by the number of Wounds the mech *currently* has (not is about to have). ...and we're back to any time a Mech takes Wounds the pilot must make up to 5 rolls.
Human
Atlas wrote:
Atlas wrote: It was because the shot was equal to or greater than his toughness which force an out-of-control piloting roll. Sorry, the above quotes must have confused me. So, we are *not* using the Out-of-Control SWADE vehicular rules? Did you mean to say "falling check Piloting roll" in the second quote? Please note, that to check for falling damage the mech must take a Wound, not just be Shaken. Your last mech to take damage was only Shaken, so no falling check needed. Atlas wrote: ...where you need a raise (2 wounds) for a critical Hit roll. 1 Raise on the Damage roll is one Wound, not two (a Success is just Shaken), so critical hits happen on even one Wound. So, are these the correct damage aftermath rules :
At least that brings down the number of rolls the target must make when Wounded to 2 or 3. Again, sorry to be so nit-picky, I just want to know what the rules are.
Human
The "excessive" part is that the way is it right now, Wounds could cause an Out-of-Control roll, and always cause a Critical Hit roll, *AND* a chance to fall down, which can lead to even more damage being inflicted. That's a LOT of stuff that can happen every time a mech takes damage. From a PbP mechanics POV, that's up to 5 dice rolls (Piloting, 2d6 O-of-C, 2d6 Crit Hit, Piloting, falling damage) *every* time a mech gets damaged! Regarding your last fall in the game, if the mech was only Shaken and made an Out-of-Control piloting roll (after the fact), what was the result of the Out-of-Control roll (which we didn't see) that made him fall down? The only result that I can see that sounds reasonable is Distracted, but it doesn't explicitly say the vehicle falls down, just that something happens to the vehicle to make the *passengers* Distracted. It sounds like you're equating "Out-of-Control" to "falls down", but they're 2 different mechanics. Sorry to be so nit-picky, I'm just trying to understand the rules.
Human
Ok, well, that didn't take long... Shooting a laser or particle cannon :
Shooting missiles :
Damage aftermath :
Atlas – the damage aftermath seems a bit mashed-up, and excessive. If a mech is even Shaken, the driver must make a Piloting roll or go Out of Control (which you have to narrate the results of). And because you’ve been using the “falling” rules from the Sci-Fi Companion, but also want to use Critical Hits from SWADE, if a mech takes a Wound, then the pilot must roll Piloting to see if he falls down (taking even MORE damage), and automatically takes a Critical Hit (which you have to narrate the results of). Do you really want ALL that to happen on every Wound? Also, please proofread everything above carefully to make sure I got it correct, or left anything out.
Human
Atlas - I'm still getting the hang of dealing with mechs in normal combat (never used that sub-set of the SW rules before), so it's me I'm thinking about, not the other players. In the interim, I might try to create a document that explains :
I'll post it here for you to review to make sure that it's correct.
Human
I'm ok without all the gory details, but perhaps so the guys new to SW can better understand it, you should keep doing it for a while?
Human
Atlas - you might find SWADE's expanded use of Bennies of interest. In addition to the "usual" things (reroll a Trait roll, recover from Shaken, Soak), you can now spend a Benny to : DRAW A NEW ACTION CARD: When the game is in rounds, a character can spend a Benny to get a new Action Card.
Human
Oh, I forgot to mention, I moved 32" back and forth on my round to get a -3 to hit. I will *always* move 32" every round from now on. Having been successful with his laser, Roger decides to continue using it : Shooting+2(quad): 1d10 + 2 ⇒ (2) + 2 = 41d6 + 2 ⇒ (1) + 2 = 3 So, does movement affect just Shooting, or Shooting and Missiles? I see my target moved last round, so I'm assuming a net of -1, which misses. I'll let you confirm the penalties and bonuses, but if the first roll misses I'm spending a Benny... Shooting+2(quad): 1d10 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (6) + 2 = 8
Damage: 3d10 + 1d6 + 4 ⇒ (8, 2, 4) + (4) + 4 = 22 (AP 10)
Human
Roger switches to his laser : Shooting+2(quad): 1d10 + 2 ⇒ (8) + 2 = 101d6 + 2 ⇒ (6) + 2 = 8
Damage: 3d10 + 1d6 + 4 ⇒ (10, 7, 6) + (6) + 4 = 33
I'm shooting at the guy on the left side of the map.
Human
Max - as soon as you see an Aced die in one of your rolls, you should *immediately* re-roll that die one more time (before making a different roll), and add it to the result.
K(EW) & Wild: 1d10 ⇒ 61d10 ⇒ 31d6 ⇒ 1 Damage: 6d6 ⇒ (3, 6, 1, 4, 5, 1) = 20
Human
Gonna try missiles this time, because there's more of them per action : K(EW) & Wild: 1d10 ⇒ 41d10 ⇒ 71d10 ⇒ 101d10 ⇒ 81d6 ⇒ 6 = 4 hits, 2 with Raises!
Damage: 6d6 ⇒ (1, 6, 5, 4, 4, 3) = 23
AP 20 all around! Move 32 = -3 to be hit
Human
If I understand *everything* correctly :
Shooting+2(quad): 1d10 + 2 ⇒ (1) + 2 = 31d10 + 2 ⇒ (1) + 2 = 31d10 + 2 ⇒ (1) + 2 = 31d10 + 2 ⇒ (4) + 2 = 61d6 + 2 ⇒ (3) + 2 = 5
Since the TN for Shooting is 4, 2 of them hit :
Atlas - in one note, you said that Medium lasers have AP 10, but not in others. Do my lasers have AP 10 or not?
Human
ZenFox reporting for duty - what kind of mech do I have for the battle in Gameplay? Atlas wrote: Also, for Movement, for every 10 inches the target moved, there is another -1. So, my battlefield strategy will be : every round I will fire a weapon, then move my 20+ pace as a Free Action (just side to side if needed), to give every enemy a -2 to hit me. :) |